Post your screenshots!
- ArguablySane
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Re: Post your screenshots!
I've been playing around with cave generation algorithms to get a feel for modding Minetest.
The following screenshots show caves which smoothly vary in size and density in all 3 dimensions.
A typical unassuming cave entrance on the surface. This particular one goes a lot deeper than it looks.
The number of caves near the surface varies according to "biome":
Going deeper, the caves get larger and more spread out:
After 500 metres depth the algorithm no longer cares about surface cave density.
Almost 2 km below the surface, and we can see the largest tunnels (the size increase actually caps out at 1 km depth). These twist and turn through all three dimensions, so navigating them on foot would be extremely difficult and rather dangerous. Once I get ore generation working though, there should be some valuable resources down there which make the caves worth exploring.
Please excuse the inconsistent lighting. I tried to set everything to be fully illuminated, but that's apparently easier said than done.
The following screenshots show caves which smoothly vary in size and density in all 3 dimensions.
A typical unassuming cave entrance on the surface. This particular one goes a lot deeper than it looks.
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The above post and any ideas expressed therein are released to the public domain under a Creative Commons CC0 license.
- ExeterDad
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Re: Post your screenshots!
WOW! Very interesting work!
Welcome to the forums by the way :D
Welcome to the forums by the way :D
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- Krock
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Re: Post your screenshots!
\o/ I like all those mapgen screenshots.
If you use perlin noise there, you can minimalize that to two 3d-noise.ArguablySane wrote:http://i.imgur.com/CSmL6vv.jpg
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- Calinou
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Re: Post your screenshots!
This one reminds me of Minecraft a lot:
- ArguablySane
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Re: Post your screenshots!
I'm glad people like the screenshots.
The main modification is a blending function which takes multiple octaves of 3D perlin noise and combines them in varying proportions to produce a smooth noise function with varying spatial frequency. I also use a spherical "cutting head" when carving out the caves so that narrow caves are usually navigable without digging and larger caves have slightly rounded corners.
If people are interested, I could write up a larger post explaining how this technique works in more detail. I'd be happy to share my code, but it still has one annoying bug in it which I'm trying to find. Coincidentally you can actually see the bug in the screenshot above - a vertical line of not-quite-continuity down the middle of the image.
EDIT: Fixed the bug. It turns out the 2D perlin noise function takes slightly different parameters than the 3D one. There were huge discontinuities in the cavernosity map, leading to slight discontinuities in the cave systems at y>-500.
EDIT2: Pastebin of the init.lua source: http://pastebin.com/DhHFESb4
All my caves are actually generated by the intersection of two thresholded 3D noise functions. I took a bit of inspiration from paramat's code for that, so if he's reading this, thanks. I have just tested adding a third set of 3D noise to generate more interconnected caves, and that seems to work well.Krock wrote:If you use perlin noise there, you can minimalize that to two 3d-noise.
The main modification is a blending function which takes multiple octaves of 3D perlin noise and combines them in varying proportions to produce a smooth noise function with varying spatial frequency. I also use a spherical "cutting head" when carving out the caves so that narrow caves are usually navigable without digging and larger caves have slightly rounded corners.
If people are interested, I could write up a larger post explaining how this technique works in more detail. I'd be happy to share my code, but it still has one annoying bug in it which I'm trying to find. Coincidentally you can actually see the bug in the screenshot above - a vertical line of not-quite-continuity down the middle of the image.
EDIT: Fixed the bug. It turns out the 2D perlin noise function takes slightly different parameters than the 3D one. There were huge discontinuities in the cavernosity map, leading to slight discontinuities in the cave systems at y>-500.
EDIT2: Pastebin of the init.lua source: http://pastebin.com/DhHFESb4
The above post and any ideas expressed therein are released to the public domain under a Creative Commons CC0 license.
- paramat
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Re: Post your screenshots!
I love that wide tunnel screenshot. Good to see someone working on this stuff. In 'riverdev' mod i'm expanding one of or both noisebands to blend tunnels, fissures and caves. Your spherical excavation 'brush' is a great idea, imagine using an irregular brush for rougher wall textures.
Flexrealm in tube mode, looking towards eastern endcap, intended to be an O'Neill type space colony:
Flexrealm in tube mode, looking towards eastern endcap, intended to be an O'Neill type space colony:
- ExeterDad
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Re: Post your screenshots!
Paramat... I'm thinking that last image is only missing a dude on a skateboard catching extreme air!
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- ArguablySane
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Re: Post your screenshots!
That looks really awesome. It's a shame the engine doesn't support dynamic changes in local gravity (yet). Also I imagine lighting would be difficult if you made it a closed cylinder.paramat wrote:I love that wide tunnel screenshot. Good to see someone working on this stuff. In 'riverdev' mod i'm expanding one of or both noisebands to blend tunnels, fissures and caves. Your spherical excavation 'brush' is a great idea, imagine using an irregular brush for rougher wall textures.
Flexrealm in tube mode, looking towards eastern endcap, intended to be an O'Neill type space colony:
As for using an irregular brush, I think it would actually be better to use a spherical brush with a random radius or write-probability instead. Because there's normally a lot of overlap between consecutive brush writes, any constant irregularity would tend to get smoothed out in at least one dimension.
If, for example, there was a 1/125 chance to cut out a sphere at each point inside the intersection volume, then you'd end up with very irregular walls with spherical chunks cut out approximately every 5 nodes in each direction. I'll have to test that later, because it would make the large caves a bit more interesting and speed things up significantly.
The above post and any ideas expressed therein are released to the public domain under a Creative Commons CC0 license.
- MirceaKitsune
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Re: Post your screenshots!
Nice! I can tell that required engine changes, since the actual geometry of the world appears to be wrapped... though it's not zoomed in enough for me to tell with precision. In either case, cool idea :)paramat wrote:I love that wide tunnel screenshot. Good to see someone working on this stuff. In 'riverdev' mod i'm expanding one of or both noisebands to blend tunnels, fissures and caves. Your spherical excavation 'brush' is a great idea, imagine using an irregular brush for rougher wall textures.
Flexrealm in tube mode, looking towards eastern endcap, intended to be an O'Neill type space colony:
- Wuzzy
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Re: Post your screenshots!
An old screenshot of mine:
Minetest 0.4.7, minetest_game, no mods. This was result of an experiment with MGv6 parameters.
Minetest 0.4.7, minetest_game, no mods. This was result of an experiment with MGv6 parameters.
- philipbenr
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Re: Post your screenshots!
Yes, magpen parameters are handy things. try looking at voxelgarfen defaults.
- srifqi
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Re: Post your screenshots!
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- Krock
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Re: Post your screenshots!
Whoa. Looks great!paramat wrote:
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- DarkgarX
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Re: Post your screenshots!
This is one of the configurations I am working on for our next stream series. I love the lush foliage, thanks to Vanessa ;)
Re: Post your screenshots!
The earth from the moon! (Using Paramat's flexrealm mod, on a server that I run.)
And the moon from the earth! (If you want, I can go into details on how I made it...)
Re: Post your screenshots!
Amaz wrote:
I would like to know the details! :3Amaz wrote:The earth from the moon! (Using Paramat's flexrealm mod, on a server that I run.)Spoiler
And the moon from the earth! (If you want, I can go into details on how I made it...)Spoiler
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- Hybrid Dog
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Re: Post your screenshots!
"net_noise"
some tests
"basalt_noise"
"hnoise"
"cubic"
"cyclic"
both
some tests
"basalt_noise"
"hnoise"
"cubic"
"cyclic"
both
Re: Post your screenshots!
Nice stuff Hybrid Dog! "basalt_noise" and "cyclic" create very interesting surfaces. :)
- Hybrid Dog
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Re: Post your screenshots!
thanksRHR wrote:Nice stuff Hybrid Dog! "basalt_noise" and "cyclic" create very interesting surfaces. :)
the "hnoise" was a bit difficult because I got error in error handling (https://github.com/minetest/minetest/issues/1423) the whole time but I had luck and found my typo without being informed about it by minetest
Re: Post your screenshots!
I like basalt_noise too.
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- lag01
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Re: Post your screenshots!
Today i noticed that my server got griefed. The way it was done really amazes me - people placed a lot of water sources right above the spawn, at height 320 blocks, in 50x50 node shape!
Now i need to clean that mess somehow :D
Now i need to clean that mess somehow :D
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Re: Post your screenshots!
@Lag01
Something similar happend some time ago in isotope.uk... but with lava, and water.
what's your server adress and port? I want more servers to play in :D
Something similar happend some time ago in isotope.uk... but with lava, and water.
what's your server adress and port? I want more servers to play in :D
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